Maddened Travesty: Difference between revisions

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| Ability-2-Description = When a Travesty hits a foe with its terrible Affronting Touch attack, it may, as a free action, up to once per round, cause the fundamental Darkness within the foe to detach from the rest of that foes existential fabric. It looks as if the foes form becomes streaked with strips of darkness, leaving damage in their wake, and causing that foe to lose their grip on this reality for a time.
| Ability-2-Description = When a Travesty hits a foe with its terrible Affronting Touch attack, it may, as a free action, up to once per round, cause the fundamental Darkness within the foe to detach from the rest of that foes existential fabric. It looks as if the foes form becomes streaked with strips of darkness, leaving damage in their wake, and causing that foe to lose their grip on this reality for a time.


Affected creatures suffer {{Special-Standard-Dmg}} as [[disintegration]] damage, and also suffer the [[Cloistered]] condition. If not ended eariler, this fades at the beginning of the Travesty's next turn.
Affected creatures suffer {{Special-Standard-Dmg}} as {{dmg|disintegration}} damage, and also suffer the [[Cloistered]] condition. If not ended eariler, this fades at the beginning of the Travesty's next turn.


   <!-- Replace any to-hit, damage or save DC numbers with variables:
   <!-- Replace any to-hit, damage or save DC numbers with variables:
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = As a swift action, a Travesty may may choose one enemy creature to which it has line of sight and line of effect, and teleport that creature up to 100 feet closer to the Travesty's space. The creature must arrive in an unblocked, unoccupied space sufficient for it to occupy without squeezing, and adjacent to a surface sufficient for the use of either a Walk or Climb speed. Note that there is no quarantee the creature actually HAS a walk or climb speed, and falls after this forced teleport movement are entirely possible, if, for example, the Travesty is Climbing across a high cavern roof.
| Ability-3-Description = As a swift action, a Travesty may may choose one enemy creature to which it has line of sight and line of effect, and teleport that creature up to 100 feet closer to the Travesty's space. The creature must arrive in an unblocked, unoccupied space sufficient for it to occupy without squeezing, and adjacent to a surface sufficient for the use of either a Walk or Climb speed. Note that there is no guarantee the creature actually HAS a walk or climb speed, and falls after this forced teleport movement are entirely possible, if, for example, the Travesty is Climbing across a high cavern roof.


There is no saving throw against this ability, but any creature made subject to this True Reality may choose to resist this forced movement by falling prone in their original square.
There is no saving throw against this ability, but any creature made subject to this True Reality may choose to resist this forced movement by falling prone in their original square.
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| Role-Only--Replace-Rez-Power--Description = When a Maddened Travesty is first made dead, it does not believe it. Instead, the fiend dips its sensorium underneath the surface of reality and examines it circumstance. Its body falls and lies still, apparently dead, immune to all damage, until the next time it would be able to act in the initiative order.   
| Role-Only--Replace-Rez-Power--Description = When a Maddened Travesty is first made dead, it does not believe it. Instead, the fiend dips its sensorium underneath the surface of reality and examines it circumstance. Its body falls and lies still, apparently dead, immune to all damage, until the next time it would be able to act in the initiative order.   


Then, at the beginning of its next turn as a free action, with a massive surge of power it draws from the True Night, the Travesty rearranges reality to suit itself, namely, it makes itself not be dead. It's hitpoints are reset to it's Bloodied value of {{Bloodied-Hit-Points}}, all conditions upon it are cleared, and it prepares to fight on.
Then, at the beginning of its next turn as a free action, with a massive surge of power it draws from the True Night, the Travesty rearranges reality to suit itself, namely, it makes itself not be dead. Its hit points are reset to its Bloodied value of {{Bloodied-Hit-Points}} hit points, all conditions upon it are cleared, and it prepares to fight on.


This rough treatment of what is actually real causes the delicate structure of the world to rattle and bang and flex, fluidly and most horribly, causing the world around it to shatter and shift. The Travesty takes advantage of this shattering chaos to arrange things to its liking.
This rough treatment of what is actually real causes the delicate structure of the world to rattle and bang and flex, fluidly and most horribly, causing the world around it to shatter and shift. The Travesty takes advantage of this shattering chaos to arrange things to its liking.
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<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Maddened Travesties are huge blobs of strange, translucent goo, tinged and shot through with whorls and seams of inky darkness, which is completely awful to behold. They are studded liberally with wide, staring eyes that glow from within with eerie sparks of un-colored luminence, and have fanged 'mouths' studded with sharp teeth. Oddly, they don't use their teeth for any attacks at all.  
| CombatTactics = Maddened Travesties are huge blobs of strange, translucent goo, tinged and shot through with whorls and seams of inky darkness, which is completely awful to behold. They are studded liberally with wide, staring eyes that glow from within with eerie sparks of un-colored luminescence, and have fanged 'mouths' studded with sharp teeth. Oddly, they don't use their teeth for any attacks at all.  


Their Affronting Touch is made when inky tendrils of their darkness lash out and 'splash' onto their enemies, acting as a touch attack. They will inflict the Delaminating Darkness on the first foe they hit, too impatient to wait. Their Eerie Glances ranged attack is a wide-eyed stare from one or many of their eyes, and once their gaze is fixed, their enemy's flesh seems to peel and fall apart.  
Their Affronting Touch is made when inky tendrils of their darkness lash out and 'splash' onto their enemies, acting as a touch attack. They will inflict the Delaminating Darkness on the first foe they hit, too impatient to wait. Their Eerie Glances ranged attack is a wide-eyed stare from one or many of their eyes, and once their gaze is fixed, their enemy's flesh seems to peel and fall apart.  


In combat, they are crazily fast and mobile, able to Climb, Vault, and Brachiate. In complex, three-dimensional environments like built-up cities, fortresses, large caves and dungeons, large buildings, they are terrible foes indeed. They prefer to keep their enemies close, and will teleport anybody at a distance close to them. If anyone uses a five-foot step to back away, they follow with their Step Up and Strike ability and hit them with an Affronting Touch. They do not have Combat Reflexes, but they don't need it, they can use Step Up and Strike as many times as their foes try to back away with five-foot steps.  Prowlers hate these things....
In combat, they are crazily fast and mobile, able to Climb, Vault, and Brachiation. In complex, three-dimensional environments like built-up cities, fortresses, large caves and dungeons, large buildings, they are terrible foes indeed. They prefer to keep their enemies close, and will teleport anybody at a distance close to them. If anyone uses a five-foot step to back away, they follow with their Step Up and Strike ability and hit them with an Affronting Touch. They do not have Combat Reflexes, but they don't need it, they can use Step Up and Strike as many times as their foes try to back away with five-foot steps.  Prowlers hate these things....


They like being in close-up fghts, but they do not like being surrounded, and will work to move all their enemies to one side or another, although, despite their mad mobility, once a combat settles down, they like to plant and pull their foes to them.
They like being in close-up fights, but they do not like being surrounded, and will work to move all their enemies to one side or another, although, despite their mad mobility, once a combat settles down, they like to plant and pull their foes to them.




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<!--  OUT OF COMBAT  -->
<!--  OUT OF COMBAT  -->


| OutOfCombat = Travesties are incredible powerhouses in battle, not least because their ability to Affront works on objects as well as it does flesh or ectoplasm...or anything else. A Maddened Travesty is completely content to roam and slaughter every thing it comes across, but they are also perfectly willing to work with other Maddened. Unlike many Maddened, Travesties will kill Vampire Thralls just as fast as they will kill Vampires, and anything else, really.  
| OutOfCombat = Travesties are incredible powerhouses in battle, not least because their ability to Affront works on objects as well as it does flesh or ectoplasm...or anything else. If a Maddened Maven wishes to destroy a city, or tear down a mountain, it goes in search of a Travesty to do the deed.  A Maddened Travesty is completely content to roam and slaughter every thing it comes across, but they are also perfectly willing to work with other Maddened. Unlike many Maddened, Travesties will kill Vampire Thralls just as fast as they will kill Vampires, and anything else, really.  


A Travesty only exists to end itself, right after the world has been converted back into Eternal Nothingness.   
A Travesty only exists to end itself, right after the world has been converted back into Eternal Nothingness.   

Revision as of 23:01, 16 May 2021